userDayaancancel
branchrust_reboot/main/render_pipeline_testingcancel

96 Commits over 153 Days - 0.03cph!

Today
Fix BillboardLight-RRP addtional lights in vertex lighting path
5 Days Ago
Commandbuffers added during RRP wait until BIRP to register on the camera
6 Days Ago
Fix decals on RRP->BIRP toggle
6 Days Ago
Comment out clouds debug log
6 Days Ago
Merge from main
6 Days Ago
Refraction viewmodel particles fix
7 Days Ago
Disable pass culling on PostOpaqueDepth since it is a global texture and fixes depth in sculpture paintmode
7 Days Ago
Restore foliage SHDO in RRP
13 Days Ago
Merge from main
13 Days Ago
Fix landmine RRP post effect lingering bug
15 Days Ago
Fix debug collider shader only drawing one pass
16 Days Ago
Fix dark paintable window in RRP
19 Days Ago
Merge from main
20 Days Ago
Add bloom low filter option in uber
20 Days Ago
Implement OutlineRendererFeature
23 Days Ago
Set unity_RenderingLayer in mesh decal pass to fix lighting issues with decals
26 Days Ago
Merge from main
26 Days Ago
use nonjittered matrix for water reflection sampling to fix flickering with DLSS
26 Days Ago
Fix decal screen UVs on RRP DLSS
26 Days Ago
Fix ViewModelCamera null rendertarget on BIRP
26 Days Ago
Fix DeferredMeshDecals null rendertarget on BIRP
26 Days Ago
Update raditation RRP volume vignette values
26 Days Ago
Disable RRP water additional lights for parity
26 Days Ago
Implement upscaling method options (nearest, linear, bicubic, biquadratic, catmull-rom) and move sharpening pass to after upscale
27 Days Ago
Set BlurOptimized iterations param to nointerp Fix BIRP blur only blurring horizontal Adjust blur UI volume settings to compensate for grabpass Move blur to after uberpost pass
33 Days Ago
Fix refraction filter pass with merged resolution handling changes
33 Days Ago
Merge from main
33 Days Ago
Replace common water texture samplers with shared sampler
33 Days Ago
Cache compute shader kernels ids for rrp passes
33 Days Ago
Combine blur and downsampling for refraction filter pass, use firefly filter as first downsample pass instead of full res pass, increase minimum res to 32, reduces draws (28->16) and is faster
36 Days Ago
▍ ▆▊▆█▋▅▆█▄ ▉▄▍▌▉▌▉▋█▄▄█▄▅▌█ ▌▍▉█▇▆ ▉▉▅ ▋▇▄▌▆▇▍ ▅▅▇▅▍
37 Days Ago
WaterStandardCore light intensity correction
37 Days Ago
Setup oxygen RRP postfx volume and overlay
39 Days Ago
Merge from main
40 Days Ago
Render DDraw on beginCameraRendering for RRP
40 Days Ago
Fix BlurOptimize shader typo
40 Days Ago
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
42 Days Ago
Merge from main
42 Days Ago
Batch add stencil block to common shaders
42 Days Ago
Add PaintableRenderer for paintable cameras and setup with painting dialog prefab to fix background
42 Days Ago
Stop clearing camera target in gbufferpass which was stomping the camera clear colour
42 Days Ago
Add stencil block to molotov, and expose shadow intensity property to fix invisible bottle shadow
42 Days Ago
Remove terrain depth prepass alloc
43 Days Ago
Move SSAO (and motion vector) passes to before transparent
43 Days Ago
Fix ambient light flickering
44 Days Ago
Apply UnityPixelLightIntensityCorrection for billboardlight-RRP to fix particle lighting
44 Days Ago
Declare hair shader stencil block
44 Days Ago
Merge from main
44 Days Ago
Merge from main
46 Days Ago
▊ ▇▄▇▇▄ █▅▌▍▅ ▅▆██ ▇▇▊▇▄▆▌▆ ██▆▇▆▍▆▊▅ █▉▄▊ ▋▌▍▇ ▊▉▉▌▉▍▆